I'm just going to forget about fixing the HUD. I'm going to concentrate on working to ejecting shell casings and magazines but I have no idea on how to do this. Can someone help me out with this? I have shell casings and magazines defined, but I haven't the slightest clue as to how to put them into the game.

Well, while Doomrater is working on fixing my Exterminator mod, I am working on a mini mod. It's based on that Megaman Zero/X mod that I talked about a while back.

It's called Maverick Hunter and so far, all I have done is the ZBuster and the Beam Saber. I still have to fix the graphics for it, but the coding shouldn't be too hard to pull off. Once I get to the coding for the Health Bar, that's gonna be a pain in the ass. Basically, this mod will only give you two weapons, which are the ones I mentioned earlier. However, they're going to be pretty powerful so that should even things out. This will also utilize custom playerclasses, but it's only two.

I haven't been working on the Exterminator mod at all. It kinda sucks that I haven't done much with it... I'm not sure what's going on with Doomrater. He said he's got a few more things to do with the bugfixes on my mod and implementing the ejecting shell casings and dropped magazines stuff, but he hasn't really said anything to me.

I've also stopped working on that Maverick Hunter mod for ZDoom. That's mostly because I've lost interest on that.

Anyways, this is pretty much what I've been working on for the past few weeks.

I've been trying to implement ejecting shell casings into my mod but I have no idea what I'm doing wrong. Doomrater coded in the basic stuff recently and I've been trying to fix it but I've been having really bad luck with this. I tried fixing the SMG's shell casing spawning but when I test it, the bullet casings spawn right in front of my face. Here's the coding for the entire gun:

I accidentally deleted my GZDoom which had a shitload of wads, some of it included resources for The Exterminator mod and Gooool's Forest 3. Also gone are the raw bmp files of sprites used for the mod. I tried to system restore thing but it didn't work. It only restored the gzdoom exe file and none of the other stuff.

Fortunately I had backed up some of the files. The only crappy thing is that I lost the resources for the remade Trenchcoat lizard guy.

I know how annoying something like that is. I also know that, when it happens, I usually end up making a better job of the remake, in a shorter time, than I did with the original. So you can maybe take some comfort in that thought.

Well, I finally got it all to work with the help of everyone who responded to my thread at the ZDoom forums. I just need to tweak the settings for the shotgun shell spawners and then I'll be set to release a demo. I was gonna wait until I finished the Vangaurder robot enemy and remake the Trenchcoat Lizard but I don't think I'll have time to do that for a while...

*The LV Armor now spawns debris when it dies.
*Brand new enemies, the Fanatical Samurai Lizard, the Wizard Lizard and the Medic Lizard!
*Remade the Barney Calhoun Lizard sprites!
*Placed the Silenced Machine Pistol back in the mod, but with a totally new look to it!
*There's a brand new Fullscreen HUD!
*Ejecting shell casings and dropped magazines are now in this mod!

The mod's still a little buggy and the Classic HUD has not been implemented, but the mod's fully playable. So tell me what you guys think of it.

I noticed in the latest SVN of ZDoom, I somehow start off with 52 bullets and I am able to collect ALOT of ammo in my mod. Does anyone have any idea why that is? I'm pretty sure it didn't do that in older versions.